// Fill out your copyright notice in the Description page of Project Settings.

#pragma once
#include "ItemDisplay.generated.h"

/**
 * 
 */

USTRUCT(BlueprintType)
struct ISALONG2_API FItemDisplay : public FTableRowBase
{
	GENERATED_USTRUCT_BODY()

	UPROPERTY(EditAnywhere, BlueprintReadWrite, category = "ItemData")
	UTexture2D* _displayIcon;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, category = "ItemData")
	USkeletalMesh* _skMeshData;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, category = "ItemData")
	UStaticMesh* _stMeshData;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, category = "ItemUIData")
	UTexture2D* _UIIcon;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, category = "ItemUIData")
	FString _description;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, category = "ItemUIData")
	int32 _itemType; // Tool, Material, Consumable  : 0. 1. 2

	FItemDisplay()
	{
		_displayIcon = nullptr;
		_stMeshData =LoadObject<UStaticMesh>(NULL,TEXT("StaticMesh'/Game/BrainInVst/ImportTool/Package/Package.Package'"));
		_skMeshData = nullptr;
		_UIIcon = LoadObject<UTexture2D>(NULL, TEXT("Texture2D'/Game/BrainInVst/UI/Img/BlockUI/UI_Emety.UI_Emety'"));
	}
};
